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    Best posts made by Roccandil

    • RE: [Poll] City Reputation System

      @Gothix said in [Poll] City Reputation System:

      Each player could have reputation tied to any particular city, better reputation with particular city, he would have some discount at NPCs, and some extra options becoming available to him at certain reputation thresholds.

      There could be several ways to increase (and decrease) base reputation with specific city. Base Reputation would then get additionally increased or decreased by temporary factors like... is player member of guild that's currently ruling the city, what is players karma, is player currently citizen of that city, and so on.

      Players would have different base reputation tied to each different city.

      Does this idea sound appealing or not?

      If cities were NPCs, this would make sense to me, but cities will be humans. As a governor, everyone who interacts with my town will have a reputation with -me-. 🙂

      What I'll want is not a reputation system, but tools to deal with individuals, such as a "kill player X on sight" order to guards (which is something Wurm Online had), or, give player Y a discount in my shops, and player Z access to my crafting stations.

      Would also be nice if I could set rules based simply on karma.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Enchanting table Guide - Basic Mechanics - How to

      l like the enchanting system, but if at the end it turns into a gamble, that will be a big turn off for me.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Would love to see mob loot drops tied to knowledge

      @Whisper said in Would love to see mob loot drops tied to knowledge:

      I think your idea would be fantastic if the game was designed around it. Using emergent gameplay as an example. If they made a game where a rabbit dropped its rare drop everytime but instead of making the drop rare they made it so if people killed all the rabbits they were gone for the day/week. And instead people had to take the time to breed them. That would create a game where I think your idea works perfectly. And enemy guilds would likely send in people to kill those farms creating game content that is player driven.

      Yes, this is exactly the sort of thing I'm referring to. 🙂 Kill rates determining spawn rates means the ecosystem is dynamic (and I'd love to see that expanded).

      Breeders/farmers would have a reason to raise rabbits and get the knowledge/materials to do so, while also spending the opportunity cost on rabbits instead of raising/farming something else. Contrarily, those who just want to strip-clear resources would need to roam across the world instead of camping a rabbit spawn.

      That would also lend diversity even to areas with the same biome, if one biome is "played-out" (at minimum spawn rates) and the other is virgin wilderness. 🙂 There could also be knowledge allowing you to sense how harvested an area is (and what the current spawn rates are).

      All of that would make the world feel more alive, and would promote less repetitive/boring gameplay. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: April 12 Player Cities Q&A Livestream - List Your Questions!

      EDIT: I missed the no more than 2/3 questions bit! 🙂 I suppose I could cluster these according to general subject. 😛

      Expansion/growth/permissions (what I'm most interested in):

      • Will a city be one giant plot (basically, an oversized claim), will it be split into a grid of plots, or have a different mechanic entirely?
      • How will that relate to expansion? For instance, if walls are a defensive structure, and the city expands beyond existing walls, how will that be handled? Will the walls move to the new perimeter, or will they stay in place, allowing us to have cities with layers of walls?
      • Can we physically divide the interior of larger cities with walls and gates into quarters (a trade quarter, military quarter, temple quarter, etc.)?
      • Can we logically divide the interior of cities with permissions? For instance, I'd love to be able to appoint administrators over city quarters (not just houses).

      Defense:

      • What defensive structures will be available for cities, such as walls, towers, or siege emplacements? Can NPC guards be hired?

      Cosmetic/customization:

      • Will there be cosmetic variations on the same structures, based on building materials (a marble palace versus a granite palace)?
      • Will Beastman, Human, and Demon cities have different graphics and build options?
      • Will everything buildable be modular or based on blueprints? How much possible customization can we expect?

      Destruction/decay:

      • What happens if a large city falls a level? Will structures on the outskirts decay?
      • What will be involved in replacing a structure? Will we be able to salvage building materials?

      Random:

      • Will farms within cities work like the ones in the current starter town, or will there be a much longer growing period? (assuming farms within cities is possible)
      • Will there be any instanced housing within cities?
      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Crafting from a wishful thinker

      I agree with the OP, in that I've never found a crafting system that felt like the one I really wanted to play. 🙂

      These are things I don't like in crafting systems:

      • RNG (for me, equals gambling)
      • repetition (I feel like the game is wasting my time)
      • recipes (this one is harder to explain: I like recipes I discover, not as item drops, but through research)

      Things I do like:

      • Deep exploration to discover recipes (for instance, through trial-and-error combination of raw ingredients, rather like Might and Magic 6+)
      • Tech/recipe refinements (Master of Orion II's tech tree was awesome: once you finished researching a tech tree, you could then research refinements of that tech class, and thus be able to design even better Doom Stars! 🙂 )
      • Massive engineering (like Minecraft or Wurm Online): which I suppose could also be called dynamic crafting (you're not just building a pre-fab, you're designing something with trade-offs)
      • Automation of repetitive tasks
      • Tool upgrades (crafting the best stuff is dependent on tool level as well as skill level and ingredient level)
      • Skill advances dependent on unique actions (Project Gorgon, for instance, gives an exp bounty for the first time you complete any recipe, so it encourages you to build everything to level up, instead of focusing on something easy to repeat)

      I think Fractured has some of both the good and the bad for me, so we'll see. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Bartle's Taxonomy and this game.

      @Zori said in Bartle's Taxonomy and this game.:

      "credentialism is bullying" is an interesting perspective, but I think you'd find it really interesting how this 'credentialism' unfolded if you back read through this thread. I'm sure you'll find that people randomly dropping their many years of 'breathing' in this world out of context, in order to deny people or to shut down conversation to be quite 'interesting'.

      How long someone has lived seems a valid argument if simply used to bolster what they've learned about what they themselves enjoy. After 50+ years, I'd think someone would know what they like! 🙂

      Using credentials to say their point of view of what they enjoy is incomplete, imprecise, or ignorant seems clumsy at best (if not outright arrogant).

      Oh, and I agree with the axiomatic assertion that games should be fun. 🙂

      Some people may indeed enjoy analyzing why, and I'm not going to knock that (I do it myself), but some people may find that dissecting the fun spoils the fun, while still others may see the danger that analyses and models and marketing can obscure the fundamental concept of fun.

      And at least in games, fun should never be forgotten. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Bummer for me: "Hello Governor! A few city-claiming tips for you..."

      @Prometheus said in Bummer for me: "Hello Governor! A few city-claiming tips for you...":

      The land claims in the wilderness you've seen so far are going to be used only by those who really want to live by themselves, we expect most players to claim a private land parcel in a city and build their home in it.

      Hmm. Based on what I saw in Wurm Online, I wonder if the opposite will be true. There, a player-run city was basically a place for new players to get started.

      Once they were on their feet, however, they usually struck out on their own to build their own place.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: PvP Flagging Requirement

      If PvP were not opt-in, any group that started early could theoretically dominate the entire test by preventing access to key mobs. That probably wouldn't work out well long-term.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @GamerSeuss said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      You can only enchant to tier 2 at best right now anyway.

      And even that's a pain far greater than the benefit. 🙂

      @GamerSeuss said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      don't expect things to be WORTH IT at all.

      Some things, though, are already highly worth it to me.

      @GamerSeuss said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      They have also stated that they intended from the very beginning that your gear should degrade and need to be replaced constantly, to encourage the merchant-effect again, and to keep characters from maxing out skills and talents and then finding their optimum gear build and then resting on their laurels. THEY WANT IT TO BREAK DOWN!

      Exactly: that's a design principle, not an artifact of Alpha, and I disagree with their approach.

      Here's one way of looking at it: two naked mages can do far more together than one mage in the best gear with the best enchants, and they risk far less.

      And the best enchanted gear right now is a pain to get/make, much less anything beyond it. I don't expect higher-tier enchants or gear to get any easier to make.

      All the developer's approach really does is promote repetition, which is a substitute for good, diverse gameplay. In my case, that approach won't stimulate the economy; it will suppress it, because it simply won't be worth it to me to participate.

      I'll just make whatever gear I can mass-produce, and not bother with anything better.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: The Potential City Problem.

      Once a player has built and populated a house in a city, they'll think twice before picking up and moving to another, and the more they invest in a city, the less they'll want to move.

      Buying the non-city resources they need will probably be easier than multi-accounting, since the developers have indicated it will be hard for players to maintain one city with all their available time (much less split their time between multiple cities).

      At that, I believe players -will- be able to multi-city with multiple toons on the same account: at least one city per planet, so depending on the reliability and expense of portal trade, playing a toon on each planet may be easier, cheaper, and more rewarding than multi-accounting.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @insomnia said in shitty game:

      But responses aren't a surprice. But what can you expect from people that are simps to the game.
      There is a difference between challenging and poorly designed content. This is just poorly designed
      I bet you people lack anything to do in your life, since you like this. I assume you also buy Fifa every year

      Yeah, I skimmed the responses to your topic, and what I mostly saw were self-satisfied white knights happy to have an excuse to bully someone, while ignoring the substance of what you were saying. (And I consider that sort of response a troll, since it seizes on the superficial in an attempt to distract from the real issue.)

      You, on the other hand, tried the game, had a bad experience, got pissed, and needed to vent. I'm not going to fault you for that. 🙂 For one thing, blaming the customer is a bad business practice, and for another, I think your fundamental complaint is accurate.

      I've played Fractured since the first alpha test, and I'm increasingly unhappy with its direction. I wouldn't be surprised if it becomes like Wurm Online, with a small core of dedicated niche players, but not enough to truly populate the world. 😞

      And if the responses in this thread are any indication of the sort of player base Fractured would retain, it wouldn't be worth joining.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @Kralith said in shitty game:

      OKAY @Roccandil lets forget his rude stuff, i will cut it out and answering his experiences.
      Will that be okayish for you?

      Yes. 🙂 I appreciate it!

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @GamerSeuss said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      @Roccandil said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      @maze

      Losing gear in PvE will drive many potential players away. That's not a good thing.

      Extremely casual gamers will maybe be driven away, but anyone who plays MMOs with some level of consistency will look at item loss on death as an expectation, not a discouragement. As my sister said (Stormbug) lack of loss on death=boring, monotonous, tedious, and something you quickly lose interest in as a long-term gamer.

      Wurm Online has PvE death with item loss. ESO or Albion, on the other hand, do not have item loss with PvE death, just durability loss.

      Which games have the lion's share of customers? 🙂 Is there any open world MMO with full item loss on PvE death that has more than a niche following?

      To me, the point of MMO PvE is tackling a challenge with some friends. Spending most of my game time traveling to PvE content where I can easily be reset back to traveling again is not acceptable.

      I have better things to do with my time.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Short feedback

      @Einhar

      I agree, there's too much RNG in combat. Based on what I'd previously read of the developers' philosophy, I was hoping that wouldn't be the case, but ah well. 😞

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Travelling is "complicated" to be mild

      Ya, auto-run would be very nice. 🙂

      At the moment, if you can unlock Enrage, it helps a lot.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Travelling is "complicated" to be mild

      @Kralith said in Travelling is "complicated" to be mild:

      It would be quite boring, if i could jump in no time a distance that would have been otherwise taken hours to travel.

      I enjoy systems in which you travel once to major locations to unlock teleporters there, and then you can teleport around without having to repeat the trip. Repetition is boring!

      On the other hand, I can see the appeal of feeling the "bigness" of the world through long travel. 🙂

      This works better if you don't need to repeat travel too often, and it helps if there is good support for camping in the wild (Wurm Online did that well; you could set a tent as a respawn point, for instance).

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Not enough slots

      More slots would be nice. Maybe have separate slots for bandages and herbal remedies?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: General feedback

      @GamerSeuss said in General feedback:

      Equipment degrading to the point it needs to be replaced is an intentional feature of this game, not merely a limitation. This is to encourage the merchant economy as all equipment is player-crafted/enchanted in game.

      At least in my case, degradation doesn't encourage any kind of economy, but rather not using enchantments or gear at all. I'm just not excited by gear.

      For economic stimulation, Albion's system of trashing gear when killed in PvP is a good one, perhaps the best I've seen. The dying player generally doesn't care that their gear trashed (they'd want it all to trash, if possible), while the killing player is happy to get any loot. 🙂

      @GamerSeuss said in General feedback:

      Bigger plots are current reserved for outside of City plots only, as really right now the only compensation for building outside.

      That's arbitrary! 🙂 I see no reason to limit the size of a house plot that I, as governor, can place in a city.

      The primary point of a wilderness plot to me is tax avoidance.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: General feedback

      @Razvan said in General feedback:

      The problem with Fractured is that there will be little PvP in Arboreus. My solution would be: items should be repairable, but unlike other planets, on Arboreus they'll also lose max durability (which can't be restored). Regardless, going through 3 spears in a night of farming is not reasonable.

      True enough. I'm hoping Fractured will have better PvE than the other worlds, though, and perhaps trashing gear for death in PvE on Arboreus would be good, if only in hardcore PvE areas.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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